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authorskal <pascal.massimino@gmail.com>2026-02-02 13:34:36 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 13:34:36 +0100
commit15c4c0cf02d2b4ec8b3446bbc1805651ab312889 (patch)
tree6b46325473eff047dd89aa6f6da2bc54ba7c8d3f /PROJECT_CONTEXT.md
parent2c535b3bb4905584da9a99129dfb19976e2dabb2 (diff)
feat(3d): Implement scene query shadows (POC)
- Updated Renderer3D shader to include 'map_scene' and 'calc_shadow' functions. - Shader now iterates over all objects (up to kMaxObjects) to evaluate the scene SDF globally. - Implemented hard/soft shadows from a fixed directional light. - Updated GlobalUniforms struct with proper packing/padding for WebGPU compatibility. - Captured 'GPU BVH & Shadows' task in PROJECT_CONTEXT.md for future optimization.
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- **Task #18: 3D System Enhancements**
- [ ] **Visual Debug Mode**: Implement a debug overlay (removable with `STRIP_ALL`) to render wireframe bounding volumes, object trajectories, and light source representations.
- [ ] **Blender Exporter**: Create a tool to convert simple Blender scenes into the demo's internal asset format.
+ - [ ] **GPU BVH & Shadows**: Implement a GPU-based Bounding Volume Hierarchy (BVH) to optimize scene queries (shadows, AO) from the shader, replacing the current O(N) loop.
- **Phase 2: Advanced Size Optimization**
- [x] PC+Windows (.exe binary) via MinGW
- [ ] Task #4a: Linux Cross-Compilation